marbleman on 29/6/2019 at 19:51
I'm not sure I understood your question correctly, but if you play Supreme, it would be better if you find a rope arrow in this mission rather than carrying it over from the previous one.
klatremus on 29/6/2019 at 22:13
I honestly dont think the rules cover this. Supreme only works for one mission by itself, not connected to other missions. So if equipment carry over, then what you did in the previous mission doesnt have a bearing on your supreme success in the next. I would always supreme the entire campaign, so for me it would be different. I would always make a save at the end if a mission though, so in this case i might have reloaded and gotten the arrow, but only if it was 100% required to supreme the following mission. I hope that made sense...
klatremus on 30/6/2019 at 19:19
Just read your report for Mercenaries, marbleman. Excellent work as always, but i dont think the moss arrow used to get the air key is a bust. A few years back, the rules regarding arrows were changed to allow use to solve puzzle elements. Moss arrows are still disallowed to deaden noise, but that doesnt seem to be the issue here. See rules 6b and 6c (
https://www.ttlg.com/forums/showthread.php?t=148523&p=2379850&viewfull=1#post2379850) here. Please correct me if im wrong, as i havent played the Gems of Provenance campaign.
marbleman on 30/6/2019 at 19:28
I forgot about that rule. That's good news, but it doesn't change much. :D
klatremus on 30/6/2019 at 19:44
Lol true, but at least its something...
Thanks for editing your report nonetheless.
marbleman on 7/7/2019 at 13:19
Game:
Thief 2FM:
Saints and ThievesGhost -
SuccessPerfect Thief -
SuccessSupreme Ghost -
SuccessPerfect Supreme -
Success :D
Time - 1:03:08
Loot - 4439/4439
Pockets Picked - 1/7
Locks Picked - 13
Backstabs - 0, Knockouts - 0
Damage dealt - 0, Damage taken - 0
Healing taken - 0, Other Kills - 0, Bodies Discovered - 0
Consumables - none
I've been planning this one for a long, long time. Saints and Thieves is one of my absolute favorite missions; it might be in my top 5 of all time. It does everything right: the atmosphere is top notch owing to both the visuals and the soundscape; the story is original and well-executed; the gameplay is balanced and has some new, unique mechanics. If you haven't played it, stop reading and do yourself a favor. :D But I digress.
Our tasks are to infiltrate the Redblade Smugglers Guild and steal their cargo - which we don't know what it is - from their warehouse and to steal Garrett's case file from the local watch station. On Expert, we also need to collect 1800 loot. The list of objectives will, however, grow as we play and become quite a bit longer.
The CargoStarted right outside the watch station. It is intended for the watch station to be infiltrated first, mostly because it holds a certain quest item: the fingerprint kit. It can be used on the keys of a combination lock to reveal which of them have been pressed, thus helping to figure out the correct code. Strictly speaking, however, it is an unnecessary pickup for Supreme as the code can be entered without it. It also cannot be dropped back, and the markings on the keys cannot be erased. I feel like leaving the keys marked goes against the spirit of Supreme, so I don't want to use the kit at all. I also needed to return to the watch station later, so I decided to skip it for now and head straight for the cargo.
My first hurdle was the stationary archer guarding the backdoor to the watch station. He has three facing directions, but only one of them - east - allowed me to pass through. Moving slowly was not an option since I had to mantle the border of the flowerbed, which made a clack. Moving quickly spawned a first alert. Thus, I had to start crouched and then un-crouch at the right time so that Garrett would just run over the border. Picked up some loot from a window above the flowerbed, and moved into the next area.
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http://thumbs2.imagebam.com/cf/8d/40/41e8711269806984.jpg There are three possible ways to get into the warehouse area. The front door is obviously not an option since three people are guarding it. The back alley has two people engaged in a conversation, and it's very important not to trigger it right now for reasons that I will explain later. Thus, the sewer, or
the real Thieves' Highway as Garrett calls it, was my entryway of choice. There is one turn here that I will ignore for now. Picking up a spice bag in the sewers and a wine bottle in the machine room, eventually made it to the smugglers' underground base connecting the two buildings above: the warehouse proper and the smaller office building.
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http://thumbs2.imagebam.com/44/34/cf/7e8b251269807044.jpg First, decided to clear out the barracks area. Dodging the guard with no issues, picked up some loot, broke into the captain's room and took his key, and found a note, hinting at what the combination lock code might be. While it doesn't mention the actual digits, it states that one should start from the lowest and end with the highest one. Let's pretend that this note is enough for Garrett to brute force the code without the fingerprint kit. :) Going past the barracks would have deposited me in the warehouse office building and triggered a conversation, which I didn't want for now. Thus, went the opposite direction, to the kitchen and the game room. Getting the coins on top of the fireplace in the kitchen was a bit tricky. Had to move in and out when the cook was at the opposite side of the room. Next, revealed the combination lock in the game room, opened the secret passage, and moved in. Time to find out what the cargo is.
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http://thumbs2.imagebam.com/36/0d/50/4d68741269807144.jpg Picked up a ring in the torture room and took the staircase down to another machine room. This place is covered pretty well by a single guard, but he seemingly has low hearing, allowing me to crouch walk on gravel not too far from him without any alerts. Going through the door reveals that the cargo is two children, who will apparently be used as slaves. The objective to steal the cargo gets cancelled, and two new objectives get added: to find some evidence of this operation and to ensure that no harm befalls the children. However, there is another, hidden objective to get the children out of here, and it's rewarding in more just the moral sense. How does this work? Each child can be frobbed, which would command them to either follow Garrett or stay. The AIs can alert to children if they see them but not if they hear them, which is excellent since the children cannot creep. There is also what I assume to be a bug, where upon reloading, the children would start following Garrett even if they were commanded to stay. Now, the trap which is easy to fall into here is trying to escort both children out at the same time. This is a really bad idea, and while it is doable, it is much easier to lead out the children one at a time. When the guard is hanging out by the furnace is a good time to move out. The timing is pretty tight, but it's possible for both Garrett and the child to move into the machine room and out of his view without any alerts. It also important to close the door as the guard would see the other child and alert.
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http://thumbs2.imagebam.com/28/59/6a/97cb991269807194.jpg The rest of the way was surprisingly easy as long as I didn't move too fast, allowing the child to constantly catch up. It is very easy to have the children lag behind, which, apart from making the escort harder, can lead to undetected alerts. Perhaps the most difficult move was getting past the kitchen as the cook could spot us. Next, took the wooden staircase up to the warehouse building, exited it, and moved around the back, where nobody patrols. Picked the door to the back alley mentioned earlier, and the child ran away. One down, one to go.
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marbleman on 7/7/2019 at 13:21
The EvidenceBefore going back for the second child, it was prudent to clear out the warehouse building and break into the captain's office on the top floor. Entered the building through an upstairs shipping office. Dodging a couple of guards, picked up some loot from the lockboxes and a shipping crate, as well as a hard to spot coin on the ledge of a pillar. Next, entered the captain's office, and opened his safe; both doors responded to the captain's key. Inside the safe, found the evidence and got a new objective: to leave this scroll inside the watch station. Unfortunately, the painting that covers the safe cannot be moved back once it's lifted, but it is no bust. The rest of the warehouse posed no notable challenges. The most difficult piece of loot was the statue in a crate in the big storage room because it was frequented by a few AIs. In the end, it all came down to waiting until nobody is around and making the move.
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http://thumbs2.imagebam.com/44/de/70/81345d1269807354.jpg Now that I had no use for the captain's key, I could return it to his barracks room. The door to his room has to be picked the first time, but it responds to his key as well. Thus, I had to lock-block it before dropping the key inside the safe. Next, went back for the second child and escorted her just like the first one. Leaving the game room, reset the code to 1111 as it was when I came here. When the second child leaves the mission area, she drops a key, which makes a loud clang, and this is the reason why I didn't want to trigger the back alley conversation: once it is over, the smuggler involved would patrol this courtyard and second alert to the key dropping. Ticked off the hidden objective to help the children escape and picked up the wine bottle on a bench and the key, which apparently opens some kind of vault. Intriguing! Time to find this vault.
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http://thumbs2.imagebam.com/c3/3a/0a/2f59941269807374.jpg The VaultMade my way back to the sewers where I infiltrated the guild and took the turn that I ignored before: it leads to a metal door which responds to the vault key. Dodged the guard on a tight patrol loop using the pillar as hard cover. The vault key disappeared on use, meaning I didn't have to return it. Inside the vault, there is more than a half of the mission's loot. This is also a touch that I absolutely love: the loot goal, even on Expert can be met without ever entering the vault, making it an entirely optional area. Apart from the loot, however, the vault is occupied by the captain and one of his officers who seem to be having a dispute. Once their conversation is over, they begin fighting, and whoever wins starts patrolling on a tight loop and in an extremely alert state, making the room impossible to loot. Thus, while it is a bit cheap, I decided to replay the fight a couple of times until they both died at the same time. Since the archer shoots fire arrows, it did take just a few tries indeed since he could damage both the swordsman and himself.
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http://thumbs2.imagebam.com/2e/91/02/77211b1269807484.jpg Now I was ready to loot the warehouse office building. Listened to a conversation, which I was intended to overhear much earlier and picked up a few pieces of loot: two in a shipping crate and one in a locked office accessible by a vent shaft. Inside, there is a key that unlocks the office, but I left using the vent and avoided the unnecessary pickup. Next, made my way to the back alley and triggered a conversation there. Picked a purse of a patrolling female officer and made my way back to the watch station.
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http://thumbs2.imagebam.com/4a/7b/9e/29e4ca1269807514.jpg The Watch StationGetting past the stationary archer was easier the opposite way. The watch station has three entrances: two pickable doors on the sides and an unlocked front door. In the spirit of Supreme, decided to use the front door like a true master thief. Doing so required dodging a few guards with interlocking patrols but was ultimately a simple matter of timing. The only notable challenge inside the watch station is the well-lit and tile-floored main foyer. However, the female guard has a long patrol and spends a lot of the time turned away, while other guards rarely come in here, so sneaking through was a breeze. Looted the station, picked up my casefile, dropped the evidence and exited the way I came. The last piece of loot to get was a wine bottle on a balcony north of the watch station. Afterwards, returned to where I started, and the mission ended.
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- The missing pickpockets are all quiver arrows.
Galaer on 7/7/2019 at 19:20
PATRIOT CAMPAIGN
MISSION 7 - HERETIC
BEFORE STARTING
This mission is very similar to Mission 3, but actually have more tricky patrols. There is also platforming involved. And this mission is really long. I have decided to return to regular ghost. Also I decided to play without opening any shortcuts and using lockpicks. I don't know why, I just felt that I need to play like this. I'm gonna avoid taking unnecessary keys. This mission is tricky and I'm gonna mention some hard loot and tricky secrets. Not all of them though.
In this mission there will be also events made by Sister Morra. She will sometimes lock door behind me, douse torch or move ladder. After meeting her in prison after helping her, most of these events will stop happening. But until then I'm gonna try to avoid these situations or make a detour.
From the equipment I need 1 moss arrow (for getting out of West Wing), 1 water arrow (for 1 loot piece) and 2 rope arrows (needed for getting out of West Wing as well). If you are supreme ghosting, you don't need to grab water arrow.Now let's review some objectives.
1. Find out where is Major Scrench.
This can be completed in Pillar Crypt near starting point. I'm gonna avoid that though, because talking priests after conversation split and appear in Abbot Court and Abbot's Quarters. Waiting with completing this objective will make both of these places easy to ghost.
2. Don't leave too soon.
This means - no getting back behind starting point or secondary exit without Major. And also never go outside of Monastery wall (for example there is easy exit from Hoist. This failed this objective.
3. Help Morra.
This objective is optional. The result of it is - we need to use chalk on secret entrance to Monastery in Basin. After that we meet Morra in prison and it spawn 2 Monks in Basin and block normal exit. This objective can be avoided and on Supreme you will be forced to avoid it. On Ghost you have a choice and I had quite a dilemma. Skipping this objective makes exiting from mission much easier, but eventually I decided to complete it.
4. Learn how to toll bells
This objective may not appear if you read certain book from Archive too early. That's why I'm gonna skip this place until much later.
5. Free Major.
First you need to go to West Wing and the intended way involves destroying barrel wall. This is damage property and it's not even connected to any objective. So it's a ghost bust. Luckily there is way around it. Actually getting in isn't that hard. What's hard is getting out of this place. And this will involve doing some shenanigans in the Cloister.
I mentioned before that after helping Morra, using exit is much harder. It involves getting enough weight for 2 pressure plates. Both of them requires weight worth of 5 crates. I found out that glass tool from Wine Cellar is worth 3 crates. So I will transport 7 crates and glass tool to Pillar Crypt. Secret door can be blocked only by your body and it stays only for few seconds. There is no way to return objects to it's places. That's why you would prefer to avoid triggering Morra's objective on Supreme.
After this long introduction let's start this mission.
GUEST HALL
You start will flare in hand. Throw it and grab moss arrow above your head. Grab flare and get out of cave. In Basin jump into water and grab 1 water arrow from wall.Now take 3 crates and drop them near passage leading to Pillar Crypt. Go east until you see railing.
The intended way of getting into Guest Hall is by getting Chimney Sweep key from North Crypt. This trigger one of Morra's events. One torch will get douse and door will get locked. After using this key, Morra will throw ladder away. This is one way go into Guest Hall. You can avoid all that by doing strafe jump onto metal railing from higher step. If you have a problem use a crate. Now wait in shadow near door for blue monk. He wears Bath key and you need it. After stealing key go inside. Wait for noble to turn and run behind him. Enter actual Guest Hall.
First of all - if blue monk entering this place, you want to be in little shadow on the left from entrance. If he's leaving, you want to be on right side with door opened. Now you see pair of talking nobles. Slowly go around them to the right. One of them has a purse. If you are slow enough, you can lean forward for it without any alert. Then go right towards good shadow. Here are bolted door. I'm not gonna use them. Go north. Go along windows behind noble under window. Go into next shadow.
Now let's talk about this room. There is a noble under window who turns around when Mechanist priest walk to him. There is Mechanist priest that walk between exit gate and the noble under window. There is monk walking from tables on one side to tables on the other side of room. There are 2 nobles walking around this room. There is blue monk who go around this room and go outside. Not a big problem. There is stationary monk watching SE part of room and he's the biggest problem. There are also 3 nobles on the left, but they are a small problem.
Now wait for Mechanist priest to go to gate and noble under window. And also wait for area to clear from patrollers. Also look ot for drinking noble. Go to the chairs. There is one goblet there. Return back to shadow. Now douse the torch on pillar near table. This will allow you to lean forward and grab golden plate on the edge of table without being seen by stationary monk. You are forced to skip this one plate on Supreme. There is 10 golden plates on table, so it will take some time, you will need to get on other side of table to get some plates.
After that jump on wooden logs and mantle on top of chimney. Walk on edge, because fire can hurt you. Take goblet and enter left chimney. Mantle on wall and climb on ladder. Be careful to not get too close to fire or you will get hurt. Here is located a secret - gas arrow. On Supreme you will need to skip this secret. Time to leave. I'm not gonna use exit gate. Instead I'm just gonna sneak the same way I went through this room. Go back to steps under metal railing and go down. On left side is Main Entrance. Loot it. Then use other door to get to Abbey Court.
ARCHIVE KEY
Stairs are patrolled by monk and Mechanist. They have long patrols, so they aren't any problem. Grab Archive key from desk. From now on door you used are locked, so continue up. You are on wall passage. You can't go forward, because of Mechanist on your left. Mantle on wall on your right. Now you need to run and mantle onto balcony with treasure chest. This may be hard though. Also sometimes Mechanist below can get stuck on door. You can go back to locked door to unstuck him. Now just go back to stairs and mantle on lamp above your head and above. Hide in shadow behind archer. Crouch and wait for path to clear out. Go on the other side and descend to Hospice.
GLASS TOOL
Hospice is quite easy to deal. There is plenty of shadow and only 1 patroller. Here you also obtain chalk. For Supreme Ghost you can skip this item. Go to Wine Cellar. Here is our main obstacle - barrel wall. Soon I'm gonna start preparations to exit West Wing without destroying this wall. By the way on the other side is visible victrola. If you enter this room from the other side, victrola will also appear on the other side. And destroying barrels will spawn dead monk always on the other side than we. That's smart.
There is one more important for me item - glass tool. If you Supreme Ghost you can skip it. I'm gonna transport it back to walls and throw it down on steps under Guest Area. Save before doing that. Sometimes glass tool can vanish without trace. If you can't see it on zoom, you can also try to descend by dropping down and mantling onto metal railing. It's really tough, but possible. After you do a successful throw, return to Hospice.
Go through Scriptorium and Black Hole and enter North Crypt. Grab only candlestick and leave. Further inside is Chimney Sweep key needed to enter Guest Hall. I was there and I don't need this key. Furthermore if you go inside, Morra will douse 1 torch and lock you here. I decided to avoid that.
Enter Cloister. Closest window on the right will be very important soon. Remember it. There is 1 patroller with long patrol and stationary monk, but it's still easy place. Next is long corridor. Entrance to Baths is protected by stationary monk, but it's easy to avoid him. Just mantle over hole on your right, crouch and go along wall with lamps to Baths.
Galaer on 7/7/2019 at 19:23
MORRA'S OBJECTIVE
Outside area is patrolled by 1 Mechanist. Easy to deal. Open Bath door and close it. Open next door. Enter, turn towards door, save. Go backward. when you see door closing, quickly run to it and block it from closing. This allows me to not get locked in this room. This also allows skipping Morra's objective, but in result you will also lose square lockpick for the rest of the mission. On Supreme it's the least of your worries. I'm gonna trigger Morra's objective though and get back my lockpick. Grab fuse and golden scale. Close door and leave Monastery Baths. In long corridor go right through hole and enter Underground Church.
BRICK SECRET
Here behind brick is secret switch. You can frob the switch through brick. In order to do that - look in the middle of brick and when it will not be highlighted, then it means you found a switch. Loot this place. Now use stairs and go straight. You will enter storage room.
PREPARATIONS FOR EXITING WEST WING
Here grab 3 rope arrows from chest. There are also 3 crates. Transport all of them to east window of Cloister. Use moss arrow on a window. Put 1 crate in front of window. Now put 2 crate stack on one side of window under portcullis.
Very important! Don't put them too close to the outside edge of window. If you do that, Garrett will refuse to mantle into this window and you will be forced to go back to Cloister and replace these 2 crates
Crate in front of window will help you put the final crate. After first visit in West Wing all portcullis in Cloister will fall down. The idea is to block it and that way get into Cloister. Return to Underground Church and this time choose stairs leading to West Chapel.
WEST CHAPEL
From stairs mantle onto platform with statue and crouch. This isn't safe position, because sometimes patrolling monk will descend via stairs and you will be forced to back off to storage to avoid him. You are forced to observe stationary monk. You will need to stand up for a second and go back into crouching position. After monk will turn towards entrance to chapel, mantle over wall, quietly get close to candlestick, grab it and return to the hideout. It's hard, because you have short time and it's hard for Garrett to walk quietly on this loud floor. When you succeed, drop to stairs. Wait for monk to turn himself towards the altar and walk quietly towards big pillars. Now you can move faster. Go on the other side and grab statuette between columns. Go outside and hide in shadow under wall on your right.
Go left along metal railing and enter top floor of Ossuary. From here you can notice colorful lamp. Remember it. Return back to shadow. Go south until you see open window on your right. Mantle inside.
ABBOT'S QUARTERS
Here there is no danger. There are 2 keys: Morra's Room key in safe and Cathedral key in purple box. Both of them you don't need. Near the entrance door is Abbot key. Another key we don't need. There is one secret switch in chimney. Be careful of fire. Barely step inside, lean forward and look up. Then blindly frob it without going inside the chimney. Also Morra will use 2 door behind you. That's not a big deal. Loot this place and leave through window.
Go across into Ossuary, South Crypt and into Pillar Crypt. Go to Basin and use chalk on secret door to complete Morra's objective.Return to Pillar Crypt.Trigger conversation to complete first objective. On Supreme you would prefer to wait with that until you complete objective in Archive and return Archive key. Also grab purse from blue priest. Bring crates and glass tool to Pillar Crypt. Put 2 crates and glass tool on east pressure plate on floor. Last crate put on west pressure plate.
Now my target is Reflectory. I planned to go through Abbey Court, but Mechanist on stairs below wall decided to start walking into wall. The only way for me is to go through West Chapel all the way to staircase on the other side of east wall. Blue priest is taking quite a detour to Abbey Court and I'm gonna race with him. He got stuck with other monk near Underground Church, so instead I went directly to long corridor. Then I noticed him unstuck. But the biggest problem here was West Chapel, which isn't very hard to ghost. After this detour I finally entered Reflectory.
LAST PREPARATION FOR SECRET EXIT
Reflectory is guarded by 1 stationary monk. He's the most annoying. You will need to enter, close door and sneak along left wall. If you have problem with Garrett making too much noise, you can start walking backward. It helps. When you gain some distance, you can start running on tables. Also this room is visited by monk patrolling Open Gallery and monk going from well at the beginning and storage room on the other side of Reflectory. They have really long paths, so they will be rare problem.
In the storage room are 4 crates. You need to take them to the closest window on the right in the Kitchen. You also need to be careful of patrolling Kitchen monk. It will take you few rounds of his patrol. Then you need to drop 4 crates on the ground outside. In different places, because if you drop crate on crate, the lower crate will get destroyed. You need also time this with rare patrols below. If you Supreme Ghost this mission, you can skip this step, because you aren't gonna do Morra's objective. Go into Open Gallery. Oh, and by the way, in Open Gallery I complete optional loot objective.
FIRST JOURNEY TO WEST WING
I'm gonna skip Archive for now and go left. There are door leading to Cathedral. On the right is torch. Mantle on torch, step backward and mantle on roof above you (you will need to jump left a little). You will make noise, but nobody will hear that. Go to stone fence. From here you can enter Cathedral or enter West Wing. This is also a good place to do some backup saves.
Mantle on stone fence and go right to the very end of it. Below you notice Mechanist on top of stairs. You need to go there. Crouch, save and do strafe run. Turn in the air towards stairs. If you had correct angle you will manage to mantle on stairs and survive.
I'm not gonna loot this place. My priority is obtaining new objectives and getting out of West Wing. The first Mechanist is easy to dodge. Crouch and descend. Go left. There is one Mechanist patrolling this place. He's not a big problem either. You see big window on the left? That's your entrance. Mantle on left lamp, step backward and mantle onto window. You are in Aquilon. Take stairs up, ignore Mechanist and go left. Read scroll on wall and you will get 2 new objectives (1 - if you read book in Archive earlier).
Return back to window. Drop on lamp. I do it by having it on my right side, strafing right slowly towards it and while in the air, strafing left. Then just drop outside. Above your head look for window that isn't locked by portcullis on left (if you look towards windows). If all windows are locked, that means that you need to reload backup save and replace crates in Cloister.
If portcullis is blocked, then shoot 2 rope arrows into 2 wooden beams under the window. 1 rope must be above the other. Grab the lower rope. If you have problem like I had: it worked perfectly fine the first time, but after reloading I couldn't grab any rope at all and closing whole Thief 2 didn't help. My method is to crouch under rope and jump in place. You should eventually grab the rope.
Climb the rope. To transfer to next rope, drop or jump in place. Take lower rope arrow and climb up. Jump and mantle onto window. Also you will need to look down and grab higher rope arrow. Also you need to time everything with monk patrolling Cloister. Also if you can't mantle onto window, it means that crates are placed too close to the edge of window. So you will need to go back to Cloister and change their position.
So you are on the window, but you can't enter inside. Crates are blocking portcullis, but also they are blocking you. Crouch, grab lower crate, throw it down and go forward. Grab it again and you should enter Cloister. You may need few tries. Also I'm not sure if you can do that without moss arrow. Never really tried that, but throwing crate make noise. Stationary monk isn't very close, but he may hear it.
If you succeed, then congratulations. You have completed the hardest part of this mission. Now go to Reflectory and this time enter Archive. There may be 1 more Morra's event - she will use door and light lever. That's not a problem. This time nothing happened. Read green book at top of ladder to learn how to use bells (objective complete). Go to torch and mantle onto roof. From stone fence do a strafe jump to outside area of Cathedral and mantle onto window to enter Cathedral.
Galaer on 7/7/2019 at 19:26
CATHEDRAL
In this room you have Closet key hanging on the wall. Another useless key. Go right to main part of Cathedral. Not too much of loot here. Mostly in chapels where you need to go slowly to not alert monk near altar. I avoided touching bear in Holy Child Chapel. It creates the event and big candlestick is falling down on floor. I consider this damage property. Then go to stairs to upper level.
On this floor are 2 tricky long rooms. Left long room is patrolled by monk. There is almost no shadow. Go to fourth window. On the edge of it is good shadow. Wait for monk to go to door and quickly run to chest and back into window's shadow. Wait for monk to go towards chest and leave. Go to right long room. This one is locked and we don't have a key, but monk patrolling this room leaves to terrace. Wait in shadow and when he will open door block it from closing. Grab 2 pieces of loot and close this door. Go to terrace. It's very dark, so you shouldn't have any problem to cross it. You will appear in Bell Tower.
BELL TOWER
Rope up. Jump to stairs leading up to complete bonus objective about reaching highest place. Go back to piano. Use it, take broken fuse and put it on floor. Be careful - if you throw it, you can break it and that's damage property. What to do with broken fuse? I don't know. Maybe take it to where you found working fuse in Monastery Baths. I'm not gonna do that though. Use fuse and use piano again. Now you have 7 min + 1 min of monk returning to prison area to get to Aquilon and grab key ring. After that time you will be forced to return here and use piano again. Facing exit you need drop to left from exit lower balcony.
ODYSSEY AROUND MONASTERY JUST FOR ONE SECRET
If you Supreme Ghost this mission you can skip this secret. It contains gas arrow. Also if you do that now, you will be forced to return to Bell Tower, because it's impossible to get this secret and get to West Wing in 8 min. This secret can be obtained anytime, but there is really no good time for this secret. So I'm gonna do that now. This secret is the hardest secret to get in this mission and probably in the whole campaign.
From little balcony mantle onto railing and drop down. Climb on stone fence and go south. Mantle onto little tower and go around from the right. Drop on stone fence below and continue to it's end. From there you need to drop and mantle on Ossuary Roof.
This happened to me once, but I managed to drop on stone fence of Ossuary Roof without taking any damage. It surprised me. I even commented: "What the hell?". I wonder how I managed to do that.
Open blue chest and take gas arrow. From here you need to drop and mantle on little metal fence. Afterwards go into West Chapel and travel to Hospice, Reflectory and finally to Cathedral. Get to Bell Tower, use piano and drop onto little balcony.
SECOND JOURNEY TO WEST WING
From little balcony drop on box with ropes. Travel back to outside of Cathedral and do strafe jump on roof leading to Open Gallery. Go on stone fence and make a drop to West Wing again. This time you have some time to loot this place. Not too much loot here. Go to Aquilon and grab key ring from monk's belt. Loot it quickly. Then go to prison and talk with Morra (if you completed her objective). Meet with Major Scrench and KO him at the end. It's unavoidable damage and it's connected to the objective. So it's not a bust. Open secret passage. It leads to Ossuary. That's your exit from West Wing this time.
By the way, you can avoid her conversation by: opening secret passage to Ossuary without KO-ing Major, completing Morra's objective and then going to Major through secret passage and KO-ing him.
Take Major's body with you and drop it before exit hatch. But don't go under hatch with body. There is no enough space to put body and it's hard to get back into tunnel. Open hatch, drop body in Ossuary, return to tunnel, use switch and quickly mantle out.
EXIT
If you Supreme Ghost the mission, take body to Basin and finish this mission. If you are ghosting, then take body to shadow in Pillar Crypt. Bring here 4 crates dropped from Kitchen and put them on west pressure plate. Grab body and quickly enter secret passage. Go into cave to finish this crazy mission.
STATS:
Time: 2 hours 39 min 30 s; Loot: 2935/3000
Pockets Picked: 5/5; Locks Picked: 0
Back Stabs:0; Knock Outs: 1
Damage Dealt: 1; Damage Taken: 0; Healing Taken: 0
Innocents killed: 0; Others killed: 0
Secrets: 13/13
For Supreme Ghost you will need to skip 2 secrets.
GHOST: SUCCESS
PERFECT THIEF: I think it's POSSIBLE.
SUPREME GHOST: NOT POSSIBLE. To get out of West Wing you are forced to destroy barrel wall in Cellar or grab extra rope arrows to get out my way to Cloister. Also I encountered lots of first alerts in my playthrough.